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Footsteps audio refactoring
I upgraded my rather simple footsteps audio system to a fully fledged surface type / character type retrieval setup that I can expand in the editor. The old system had hard coded arrays, but this new one is user editable directly in editor!
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Accessibility options
I am big into accessibility. It was now finally time to get started on accessibility options for Echoes of Somewhere.
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AI voiceovers
For the voiceovers of Echoes of Somewhere I will be doing a hybrid solution: some voiceovers will be real humans, some will be AI and some will be handled by Apple’s text to speech tech from the 90’s.
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Building a Puzzle
Building Adventure Game Puzzles is fun. This is a very complete breakdown of creating a bathroom scene with its puzzle in under 2 days! (Spoiler alert!)
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Rendering custom shadows with URP shader graph & apartment ext location
As I upgraded the render pipeline for the game, I noticed that my custom shadow rendering shaders turned pink. It was time to transition from custom HLSL shading for the environments to a more modern shader graph based approach.
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Additional effects for the apartment scene
I have been working on the apartment for absolutely forever! I have begun to approach this room as a vertical slice for the game. This post is about some of the features I added this week: simulated cool air mist and fluorescent light flicker.
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Footstep Audio
I have actually never before done footstep audio set for a game. I wanted the system to be able to play audio from animation events and work on multiple different surfaces. Read how I ended up doing it.
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A brief test of AI voiceovers & icons
Short update on the progress: testing icons and VO














